A Twitter post from Arcade Infinity states that there will be an arcade release of Super Street Fighter 4 and it will hit before the console versions.

For those of you who aren't familiar with Arcade Infinity, it's located in Southern California and regarded as one of the best arcades in the nation.

It attracts top players like Ed Ma, Mike Ross and Gootecks, among others and hosts some major events.

So while this shouldn't be taken as official confirmation that the arcade release of Super Street Fighter 4 will happen before the console versions hit in the Spring of 2010, this statement isn't coming from some random anonymous person on the Internet.

On the contrary, the owners seem to be fairly well plugged in with the arcade scene in Japan, and it's not much of a stretch that they'd hear this before other news outlets, considering they specialize in this area.

Regardless, Capcom hasn't even made it official that there will be a Super Street Fighter 4 arcade release, although recent statements seem to strongly imply that their initial comment that an arcade version, "wouldn't happen at all," was a ways off base.

Only time will tell here, but since Capcom has done multiple arcade location tests and used this feedback to balance and improve their fighting games in the past — and this formula seems to be very successful — it seems odd they'd break away from it now.

Yoshinori Ono was at the Micromania Game Show, which was held in France, to demo Super Street Fighter 4 and give an interview. Parts of this clip are a bit hard to make out though, but he talks more about pushing for an arcade release of the title.

While Zero and Joe the Condor were announced a little ways back there's hasn't been a lot of footage for these two characters yet. GameManx recorded some shaky cam footage of Tatsunoko vs. Capcom: Ultimate-All Stars at the Capcom Fight Club held in New York City recently, showing a lot of Zero and some Joe the Condor as well.

If you're ridiculously hyped for one of those mini Street Fighter joysticks you can attach to your cell phone that make sounds when you perform the motions, Straya-World.com is selling them for $13.70 a piece.

While Super Street Fighter 4 isn't mentioned directly, 'offering upgrades through the PlayStation Network and XBox Live' was how the original costume packs were distributed for SF4, so it's possible we'll see some similar things with the release of SSF4 too.

For comparison's sake, the original title, Street Fighter 4, sold 2.7 million copies world wide on the console machines according to the same website. 1.43 million on the PlayStation 3 and 1.27 million on the XBox 360.

Regardless, selling 1.1 million copies would definitely be a solid sales mark to hit with an upgrade, but it would be almost a 60% drop from it's predecessor — if Capcom's predictions hold up.

The official Japanese Super Street Fighter 4 blog was updated this evening. Nothing earth shaking was revealed in the post, but Shiozawa-san stated there will be a big announcement next Friday, November 6th.

Current speculation is that more of the game's roster will be revealed, but there were no hints at what exactly Capcom plans on telling the fans.

They did add a few more details for the next Japanese national tournament. Qualifiers will be held in seven cities, but a schedule and other details are still being worked out. For those of you curious about a tournament here in the United States or else where, when I last spoke with Seth Killian he said potential plans (if any) are still being determined.

Lastly, Shiozawa also added this artwork to help promote the upcoming tourney.

Ever wanted to set up an easy and inexpensive way to record your Street Fighter matches?

Well, the Console Warzone crew has you covered with this video tutorial. Although the clip moves a little slowly in parts, it's easy to follow, and it's a great way to get your matches online or just record them for your own personal use so you can analyze your game and improve.

Gamervision.com caught up with Capcom's Seth Killian to discuss Super Street Fighter 4. The interview doesn't cover any new ground, but if you haven't kept up on all of the news stories since the game was announced, you might hear a new thing or two.

Before you get too excited by the headline for this story, keep in mind several companies hold the Marvel license, but considering Capcom was able to broker a deal to re-release Marvel vs. Capcom 2, this obstacle is potentially one that can be overcame — but it won't be easy.

Seth Killian also commented on the status of the infamous volcano stage, stating if it will be making a return in Super Street Fighter 4. Here are his responses from the Unity Boards.

Now we know the sales of Marvel vs. Capcom 2 were exceptional, does that actually help chances of a Marvel vs. Capcom 3?

And since this game was allowed to be published, does that mean Capcom holds the rights to Marvel again, or was it simply a one off deal?

Seth: The deal for MvC2 was a self-contained, stand-alone deal. It does not involve any transfer of any rights, beyond the rights to re-release an existing game with the upgrades that you know about already.

MvC2 sales do help the prospects of another title, at least in the sense that it makes it clear this is still a franchise with a lot of interest and support, which is a critical question. That said, interest alone does not transfer any rights to make such a game.

Can you please remove the Volcano Stage from Super Street Fighter 4?

Seth: I admit the volcano stage is not my favorite SFIV stage, but we're trying to ADD content in SSFIV — not remove it.

The re-release of Marvel vs. Capcom 2 on the PlayStation 3 and XBox 360 will be patched this Friday. Here's the rundown of what's going to be fixed from Capcom-Unity, along with some other notes from Rey Jimenez, the game's producer.

[...] The patch addresses bug fixes only. We were not able to add new features. Any function that's not in the game now is considered a new feature. There are technical restrictions on what can be fixed via a patch and new features are usually not viable, especially with ports. To go along with that last statement, I'd like to stress that we're aware of all the reported issues, but because of these technical limitations, we're not able to address all of them. I hope that with this patch, we're able to at least address the major ones.

For both platforms:

• Cable's Hyper Viper Beam has been fixed so that it is blockable if you block during the flash. There were many reports that other moves had the same issue but they seemed to be incorrect. Note, this was a bug fix and not a design change.
• Magneto's Tempest was dealing incorrect amounts of chip damage. Each hit of the Tempest is supposed to randomly deal 1 point or 0 points of chip damage. Right now they either all deal 1 point of damage or they deal 0. Random has been reintroduced.
• Jin's Light Punch, Medium Punch, Cyclone Hyper was not comboing correctly. This has been fixed so that it combos correctly.
• ***PLEASE NOTE*** I will be resetting the leaderboards (every stat) on Friday November 6th (my birthday thank you very much). This was the consensus from Unity members when asked if they wanted the boards nuked or not.

PlayStation 3 specific fixes:

• The title will no longer crash most of the time when using the 'Search for Match' function.
• Overall online stability has been improved, particularly when using headsets.

XBox 360 specific fixes:

• Occasionally, a users record will freeze or contain grossly erroneous ratings. This has been fixed and if you have this problem with your stats, they will automatically fix themselves the next time you play a ranked match. For example, if you have a frozen record, the next time you play after the patch rolls, your wins/losses/ratings should fix to what they actually are.
• The game will no longer crash if 2 users enter a lobby at the exact same time.

Those are all the fixes. It took a while to get these together (especially the network ones) because a lot of them didn't show up in test. Also, we spent a decent amount of time trying to fix other issues that turned out to not be technically able to be fixed via a patch.

I hope that the fixes above will greatly improve your experience with playing the game. I apologize if there's a fix or change that you wanted and it didn't make it into the patch, but we took a look at every reported issue and some were are just not able to be added or fixed in a patch (0 input lag online setting for example) because of technical limitations to what patches are able to fix.

Spotted through Versus City that Chun-Li can combo into her Ultra from Crouching Light Punch in Street Fighter 4.

This allows her to Link into her Ultra after hit-confirming with a couple of light attacks. While she could already combo into her Ultra before, it was difficult to land the majority of the hits if your opponent wasn't cornered, while this allows her to fully connect it no matter where her opponent is standing.

To check out a slow motion video of how the Link is set up, click here. Note, the timing and spacing on this is strict.

Jigsaw has given us a full translation of the latest developer blog posting from the Japanese Super Street Fighter 4 team. Here's the full rundown.

Developer blog no.4

* Juri, part 1 (moves and abilities)

It's been a week. Tsukamoto here.

Today, we'll give you some long-awaited insider info on the birth of new character Juri, and some of her moves and abilities. So without any further ado, let's hear what our busy director Okada and our Battle Planner have to say! Let's see if they can put you fans at ease...